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// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_
#define SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_
#include <vector>
#include "absl/container/flat_hash_set.h"
#include "dawn/common/vulkan_platform.h"
#include "dawn/native/vulkan/BufferVk.h"
#include "dawn/native/vulkan/VulkanFunctions.h"
#include "partition_alloc/pointers/raw_ptr.h"
namespace dawn::native::vulkan {
class Texture;
// Wrapping class that currently associates a command buffer to it's corresponding pool.
// TODO(dawn:1601) Revisit this structure since it is where the 1:1 mapping is implied.
// Also consider reusing this in CommandRecordingContext below instead of
// flattening the pool and command buffer again.
struct CommandPoolAndBuffer {
VkCommandPool pool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
};
// Used to track operations that are handled after recording.
// Currently only tracks semaphores, but may be used to do barrier coalescing in the future.
struct CommandRecordingContext {
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
std::vector<VkSemaphore> waitSemaphores = {};
std::vector<VkSemaphore> signalSemaphores = {};
// The internal buffers used in the workaround of texture-to-texture copies with compressed
// formats.
std::vector<Ref<Buffer>> tempBuffers;
// Textures can have special synchronization requirements that need to be handled during submit.
// They are tracked here to avoid walking all the textures during submission. It is ok to keep a
// raw_ptr as they are kept alive by the CommandBuffer. Special synchronization can be:
//
// - Eager transition to a new usage after the submit.
// - Acquiring extra semaphores or fences.
// - Exporting extra semaphore or fences.
// - and more!
absl::flat_hash_set<raw_ptr<Texture>> specialSyncTextures;
// Mappable buffers which will be eagerly transitioned to usage MapRead or MapWrite after
// VkSubmit.
absl::flat_hash_set<Ref<Buffer>> mappableBuffersForEagerTransition;
// For Device state tracking only.
VkCommandPool commandPool = VK_NULL_HANDLE;
bool needsSubmit = false;
bool used = false;
// In some cases command buffer will need to be split to accomodate driver bug workarounds.
// See the VulkanSplitCommandBufferOnDepthStencilComputeSampleAfterRenderPass toggle as an
// example. This tracks the list of all command buffers used for this recording context,
// with commandBuffer always being the last element.
std::vector<VkCommandBuffer> commandBufferList;
std::vector<VkCommandPool> commandPoolList;
// Need to track if a render pass has already been recorded for the
// VulkanSplitCommandBufferOnComputePassAfterRenderPass workaround.
bool hasRecordedRenderPass = false;
// If `buffer` is mappable and the requested `usage` is not a map usage, this ensures the buffer
// is transitioned back to map usage(s) at the end of the submit.
void CheckBufferNeedsEagerTransition(Buffer* buffer, wgpu::BufferUsage usage);
void EmitBufferBarrierIfNecessary(Device* device, const BufferBarrier& barrier);
};
} // namespace dawn::native::vulkan
#endif // SRC_DAWN_NATIVE_VULKAN_COMMANDRECORDINGCONTEXT_H_